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Made in us
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OK

Hmm so no-invul having, slow as %&$* Ghazghull is only 25 points cheaper than an unkillable Chapter Master... seems legit.



Argel Tal and Cyrene: Still a better love story than Twilight 
   
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Secret Inquisitorial Eldar Xenexecutor





UK

Psychic tests arent LD anymore, in 7th it basically means you need to let off a power or take a Str 2 hit.

+1 charge if there is atleast 10 boys or orks with the ere we go rule nearby (I was wrong earlier, this doesnt stack for multiples of 10)

2 wounds each yes, the str 2 hit isnt really a risk

5 points cheaper base, 5 points cheaper for the next lvl

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

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 Toburk wrote:
To reliably cast the WC 2 power we'll have to throw 4-6 dice off a unit that only generates 2 naturally. Can you elaborate on the mechanic that lets them get more war charges?

You mentioned they have to take a physic test or take a wound. Is that leadership on a 7? Do weirdboys still have 2 wounds each?

You also mentioned they got cheaper. What is their new price and upgrade cost?


Generates 1 WC for ever 10 models with 'ere we go within 12"
   
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Secret Inquisitorial Eldar Xenexecutor





UK

Personally if I roll a Weirdboy I'd be hoping for the Teleport power, or the beam. In the case of the Teleport its only a single warp charge which is nice.

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

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I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
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Regular Dakkanaut




 Melcavuk wrote:
Personally if I roll a Weirdboy I'd be hoping for the Teleport power, or the beam. In the case of the Teleport its only a single warp charge which is nice.


Teleport + AP2 template would be nice too.
   
Made in de
Longtime Dakkanaut





Germany

 Melcavuk wrote:
Personally if I roll a Weirdboy I'd be hoping for the Teleport power, or the beam. In the case of the Teleport its only a single warp charge which is nice.


Can you give the weirdboy any equipment? Armor or anything? Also, you've got PM...

Waaagh an' a 'alf
1500 Pts WIP 
   
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Anymore pics of those meganobz?

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OK

Can somebody elaborate on Zagstruk? (Really hoping there's at least something good in the codex)



Argel Tal and Cyrene: Still a better love story than Twilight 
   
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Secret Inquisitorial Eldar Xenexecutor





UK

 Kosake wrote:
 Melcavuk wrote:
Personally if I roll a Weirdboy I'd be hoping for the Teleport power, or the beam. In the case of the Teleport its only a single warp charge which is nice.


Can you give the weirdboy any equipment? Armor or anything? Also, you've got PM...


He has no equipment options, his only option is to up his mastery lvl.

So he's wearing a happy 6+ save and thats it.

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
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Krazed Killa Kan






 herpguy wrote:
Can somebody elaborate on Zagstruk? (Really hoping there's at least something good in the codex)


He said Zag gets S8 AP2 Hammer of Wrath, can't assault from deep strike.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
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UK

Pretty much as above yeah, his warlord test lets orks within 12 inches reroll morale and pinning tests.

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

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I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
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Chicago, Illinois

Codex sounds like a piece of gak pie with whip cream. Oh great my pie has whip cream to bad it's apparently made of gak.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
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I don't think it sounds too bad. Certainly not as bad as the Tyranid one.

Most codexes are apparently trash when the rules first start coming out.
   
Made in us
Lead-Footed Trukkboy Driver





Man, the heavy support slot is going to be HIGHLY contested. Between Big Gunz, Lootaz, and the good ol Battlewagons, they're really not going to be any room there a all.

On one hand, I'm sad to see fearless go. On the other.... it'll be nice to have a mob of 30 boyz go to ground in a ruin, or be able to flee from a pointless combat (weapons are useless!).

The return of the old Waagh is nice... but whats the point? A 'competitive' ork army shoots.

All in all, it looks like we just got Tyranided. Its the same thing as our last book.

   
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Does Zag have his old statline for a warboss stat line? What is his new point cost? And badrukk's points cost too if you could.
   
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UK

Sorry because I think I missed it, but with Blitza Bommers how do their bombs work now? Still have to roll on the ran-dumb table?

Also I heard something about Burna Bommers getting AP2 from a bird in this thread, is that true? What's the stats on their bombs and missiles?
   
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I have to agree with Nameless, aside from Mob Rule getting worse for mobs (marginally and only by 6th/7th standard) and a few other things (shoota boyz going UP in cost) I'm happy.

A set of good relics, useful tankbustas, good warlord traits, etc. I fell this boom will be a good mid-tier dex and fun!
Still annoying Heavy Support is crowded (even more so now with 2 new units and 1 moved to it), however nothing too bad.

I, for one, can't wait to get back to my orks after 2-3 years of them sitting on a shelf while I played Daemons n' stuff. Soopa shooy mek lists all da way!
   
Made in be
Flashy Flashgitz




Antwerp

The codex doesn't look that bad to me.

Horde orks are still pretty darn great, especially with the ork warband FOC. 9 units of 20 boyz come out to 1485 points if I'm not mistaken and that includes 2 special weapons and a PK nob too. Add weirdboys if you want to have a proper psychic phase or add painboys if you want FNP in some of those units.

Multiple FOC dread mob sounds crazy good as well. Morkanauts giving 5++ saves to all of our deff dreads and units of 6(!) killa kanz... And all of that can have IWND too!

(Mega)nob armies, I'm not too sure about. I love the idea of killsaw meganobz, but I'm not sure what I'd run them in: battlewagons are pretty expensive, but durable, trukks are cheap but will get blown to bits.

If you want to run a nob biker army, you still can but they won't have objective secured. If you want to spam warbikerz, flash gitz, hell, any unit that isn't a troop just use multiple FOC! Fill your mandatory troops with gretchin and you're good to go.

This message was edited 1 time. Last update was at 2014/06/20 23:58:00


Krush, stomp, kill! 
   
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UK

Toburk wrote:Does Zag have his old statline for a warboss stat line? What is his new point cost? And badrukk's points cost too if you could.


Mr.Omega wrote:Sorry because I think I missed it, but with Blitza Bommers how do their bombs work now? Still have to roll on the ran-dumb table?

Also I heard something about Burna Bommers getting AP2 from a bird in this thread, is that true? What's the stats on their bombs and missiles?


1 Less Wound, 1 Less Toughness than a Warobss, 5 Points more.

110 for Badrukk.

Blitza Bombs: 2D6, on a 2 you crash, 3 you and your target take a str 9 AP 2, otherwise you hit, with 12 meaning you can shoot your guns aswell. (str 7 AP2, large blast armour bane, one use only)

Burna Bombs str 5 AP4 large blast ignore cover. Skorcha Missiles str 5 AP4 small blast ignores cover.

This message was edited 2 times. Last update was at 2014/06/20 23:59:08


Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
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Made in ca
Regular Dakkanaut




 Matt.Kingsley wrote:

Still annoying Heavy Support is crowded (even more so now with 2 new units and 1 moved to it), however nothing too bad.


I think if this continues a trend there will be a bigger push for allowing multiple CAD rather than just house ruling limits everywhere.
   
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UK

Painboys inside Mek Gunz Units will be pretty nice. Since its artillery the unit takes hits at the guns T7, so put your spare grot infront they are now T7, FNP shields for the unit.

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios
Email: Basilisk.Studios@yahoo.co.uk 
   
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Liche Priest Hierophant







Aye, which I would welcome
   
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Sneaky Kommando




New Zealand

Wow. I feel ill after reading this. Never thought id see the day GW could make me sad about an ork release, but here we are.

I'm not even angry like a proppa ork should be.. I'm genuinely sad.

The best gun in the galaxy won't save you If your opponent is bashing your brains out with a rock.

Hey why not check out my Ork blog
http://www.dakkadakka.com/dakkaforum/posts/list/575314.page 
   
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Tough-as-Nails Ork Boy





Is it possible to take one Big Gun, just the two grot gunners, then add a megaboss, a KKF Big mek, a normal mek, and a Painboy for a silly Ork "deathstar" that takes shooting at T7, 5++, 5+FNP with cheap extra wounds, can still be able to shoot the big gun, and still not be majority toughness 2 for close combat?
   
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OK

 RobZie wrote:
Wow. I feel ill after reading this. Never thought id see the day GW could make me sad about an ork release, but here we are.

I'm not even angry like a proppa ork should be.. I'm genuinely sad.


I'm with you here. I actually do feel sick.



Argel Tal and Cyrene: Still a better love story than Twilight 
   
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Horsens, Denmark

Thanks Again..

1.A maxed out burna bommer now cost 190pts, will it get cheaper?
2.A maxed out blitza-Bommer cost 140pts, will it get cheaper?
3.Are killsaws available to a warboss (with or without mega armour)?
4.Other then the mega armoured nobs/meks are there other new models in the dex?
5:The 6 new ork objectives should be in the codex, what do we need to do to win?

Im loving this QnA


   
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UK

Whenever you shoot at an artillery unit you use the guns toughness, so 7 yeah.

Close combat uses majority toughness, so whatever the majority is.

SnP from the mega boss would confer to the unit.

You're using 3 HQ slots minimum so you need either ork detachment or 2 combined arms detachments.

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
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Maryland, US

Mek Gunz are in, but what about the old Big Gunz, are they still in the Codex?

My P&M blog: http://www.dakkadakka.com/dakkaforum/posts/list/588540.page

DR:70SGMB++I+Pw40k10#--D+A++/hWD390R+T(Pic)DM+

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1. No invulnerable saves in CC. Most nids dont either, but then most nids that would care are w4+ and/or t6. Their version of FnP is the normal 4+.

2. 3/7 ork psychic powers are Roll-to-Hit witchfires on a BS2 model. A model with no options, no save, and who has no other psychic support to generate more WC. Whoopie

3. We have no way to give our units any sort of save at a reasonable cost. We are supposed to compensate with more bodies, but our best choice went up in cost. Some would argue they needed the increase, I would disagree.

4. Still no power weapons. Big choppas cant puncture power armor or even Fire Warrior armor. Still have power klaws, but they continue to have their issues. Nobz cant get Eavy Armor without the whole unit upgrading to Eavy Armor, so less chance your nob will survive even against a SM Tac Sgt.

5. Still no reliable anti AV14. The Tankhammer is AP3, no shooting above S8 unless you get REAL lucky with a Shokk Attack gun. Anti MC is still pretty much just power klaws, only now we cant get invulnerable saves in CC so very unlikely they will be swinging.

6. Killa Kanz taking LD checks. Nuff said.

Let me be clear: I already preorderd the warboss edition. I love my orks. Put a gun to my head and force me to give up all my armies but one, and I will be keeping my orks. Lets just say after the update my Nids got that Im not really happy to see another army get basically no love.
   
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Yeah. they repackaged a book from 7 years ago and resold it to us at nearly double the cost.

It does nothing to fix the fact that we are assault army in a shooting game. Or the fact that a space marine will shoot the tar out of you, then beat you in the assault (if you ever get there). Or to fix the fact we have no good way to kill heavily armored vehicles from range... in a shooting game.

The only strategy we have left, is the same one we've always had. Don't die. Flood the table in boyz and weather 5-6 turns of picking models up. Win if you're still on objectives.

Oh how fun.

   
 
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